In recent years, China's online game market has shown year-on-year growth in actual sales revenue, and the size of game users has maintained steady growth, with per capita consumption of education, culture, and entertainment accounting for a growing proportion of per capita consumption expenditure. The rapid development of the game industry has also led to the study of game motivation and the factors influencing game consumption behavior.
This study discusses the relationship between achievement motivation and online game consumption behavior from the perspective of achievement motivation and mind-flow experience theory, explores the influence of demographic variables on achievement motivation and online game consumption behavior, and investigates whether the three factors of game genre, player type and game consumption level play a moderating role in the process of achievement motivation on online game consumption behavior. A total of 300 valid questionnaires were distributed and collected, combined with participant observation, to explore the relationship between players' achievement-based game motivation and online game consumption behavior, and the following conclusions were drawn.
(1) Achievement motivation can directly influence online game consumption behavior.
(2) Achievement motivation has a moderating effect on online game consumption behavior in terms of game type, but not player type.
(3) Mindstream experience partially mediates between achievement motivation and online game consumption behavior.